#version 330 core
layout (location = 0) in vec3 aPos;  // 顶点位置
layout (location = 1) in vec2 aTexCoord;  // 顶点纹理坐标

out vec2 TexCoord;  // 输出颜色


uniform mat4 model;  // 模型矩阵
uniform mat4 view;  // 视图矩阵
uniform mat4 projection;  // 投影矩阵

void main()
{
    gl_Position = projection * view * model * vec4(aPos, 1);  // 计算顶点位置
    TexCoord = aTexCoord;  // 传递纹理坐标
}